KeithStone
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Everything posted by KeithStone
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Didnt see this one here, but I had a hell of a time getting the 1.0 update. Uninstalled and reinstalled from steam several times, and the launcher was greyed out for "check for updates" The solution, come to find out, is to opt OUT of the beta in steam. It seems if you are still in beta, you wont get the release version. The second I opted out, it started to update! Hope this helps someone else out there....
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A HUUUGE solution for people who want to recover spaceplanes that land at KSC is to build a refueling truck and use docking ports or KAS, then park your ship off the side of the landing strip, refuel, build cranes to move satellites or cargo in to the bay, etc. If you use Deadly Re-entry or Realchutes, then after you burn through all of your heatsheilding or repack your chutes enough times, THEN recover the vessel, it could probably use some time to get serviced and repaired anyway. Not like the space shuttle could just take back off right after landing after all....
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
KeithStone replied to Lack's topic in KSP1 Mod Releases
I think that really depends on your missions. LLL adds more than just some fuel tanks, it adds a whole host of parts to all the groups, including things like windmills for planetary bases with atmosphere for power generation. If you just want fuel tanks, this may be more than you bargained for, but if you want to make sprawling bases or motherships, then this mod is a golden ticket! -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
KeithStone replied to Lack's topic in KSP1 Mod Releases
This may very well just be an issue with the sheer number of mods I'm running, but has anyone encountered an issue with LLL parts having the tweakable sizes of 1 (standard) .5 (half) and x16!?!?! As much as I love big parts, having a 1x1 hull take up my entire VAB is a bit much lol. I tried using the slider itself and same result, just the three sizes available. I assume its probably a problem with tweakscale? How would I go about investigating that? View @ full resolution for the hilarity -
Quick question. Most of my experience in running this challenge so far has been on the engineering side. Today, after some lucky parts-placing I was doing my first runs on testing mechjeb, engineer, and protractor to ensure a good first transfer on day 55, but got the below. Has the map ALWAYS had a terrible transfer window? The main page says the first window should be open on day 55, but I dont see that in the below. The first open window I have is on day 230. Is this normal and everyone is just burning at a really sub-optimal window, did the orbits change in the newer versions, or am I just terrible at orbit maths (Which could be the case). See below
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This challenge has been the #1 thing that keeps me coming back to KSP. I've taken quite a long break, since about .23, and would have to do quite a bit to get myself back to the engineering status I was once at, but seeing this on the forums, still going strong, with my name under pending....that's just unacceptable! I've designed at least 4 separate attempts at this one, none of them flew to completion. That's going to have to change....
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Is the "follow me" action part of the burn together mod?
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I found out recently that I have shadowplay available to do video recording with, and as such I dont have to deal with the massive file sizes of FRAPS. I started testing out the recording sizes and capabilities with a fresh, modded career save, and decided to post the results here instead of just deleting gigs worth of decent kerbal video. Instead of editing the videos, I present to you the RAW playthrough! Every build, every mistake, every killed kerbal and failed test. Since I recorded several days worth of video, I'll be accellerating the video to 4x speed, and only editing out things like map scans (and moments where I forgot I was still recording during dinner). Everything else, no matter how embarrassing in retrospect, is posted without shame at high speed for your viewing. A few notes: I'm a "brute force" kerbal. I prefer to over-engineer, over-think, and over-mod my games. I'm a terrible pilot and dont always learn from my mistakes. I use mechjeb because I'm lazy. I use part clipping for aesthetics but dont abuse it. I like electronic music but am not doing any voice-overs, so play what you like. Complete Modlist Toolbar AIES ASET inline lights aWolf LES pack B9 + hotfix Blizzy Achievements BoulderCo Texture Compressor BrassMoustache TAC life support parts Custom Biomes Deadly Reentry DMagic Orbital Science Editor Extensions Kerbal Engineer FASA Launch Towers Firespitter FScience Fusebox Goodspeed parts expansion Ion Hybrid Electric pack Kerbal Attachment System Procedural Fairings Kerbal Construction Time (at 2x normal construction multiplier) Kethane KOSMOS (with tech integration fork) KW Rocketry Mechjeb Modular Fuel Tanks NavyFish's Docking port alignment indicator Nearfuture propulsion pack (minus generators) Final Frontier Kerbal Notepad Service Compartment Tubes NovaPunch Open Resource System PandaJager science transfer system Part Highlighter Porkworks Habitation pack Protractor Taurus HCV RealChute RemoteTech 2 + hotfix ScanSAT Science Alert Select Root Ship Manifest LLL Stock EXtension TAC Life Support TAC Fuel Balancer TreeLoader Kerbal Alarm Clock Tweakable Everything VNG Ejection system and kerbal EVA chutes Kerbal Intersteallar Pack (And a few misc modfixes that I dont remember)
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Starting a career game, noobie question.
KeithStone replied to Scarredclown's topic in KSP1 Gameplay Questions and Tutorials
Honestly, my reccomendation is to start a sandbox game, throw some stuff together, and watch it explode. There's actually a lot of fun to be had in the early time in kerbal, when you aren't sure what to do, and I sometimes wish I could go back to those early times and review some of the wild designs I had. It also gives you a good feel for what you can do in the editor without worry for science and unlocking things. I don't think I made orbit before reading a tutorial, but I still had a lot of fun the week prior to that! -
I wonder what an exploding ball of lights attached to rad generators attached to sepratrons would look like?
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De-orbit Like a Tree Bio-mimicry Challenge!
KeithStone replied to KeithStone's topic in KSP1 Challenges & Mission ideas
And a beautiful design at that! Looks and works beautifully. I'll put you down for 750 in FAR! Congrats on your first challenge and thanks for picking mine! XD -
I'm more of a builder than a flyer/launcher, and the ideas kinda start driving themselves....maybe IM the one that's possessed! And no, I have a feeling that the incredible number of mods installed might have something to do with it, but I've had quite a few more problems on this install of KSP than any other, at least with this combination of this save + random bad landing site on Duna. However, without all of the random issues, I wouldnt have nearly as many ideas!
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I love the candles, but now my plans for a similar event have to be bigger!!!!!
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An Opposition-Class Mission to Duna with Eve Flyby
KeithStone replied to PLAD's topic in KSP1 Mission Reports
In my near year in kerbal I've learned I'm more of a brute force or mechjeb kinda flyer, since I prefer to design craft. However, I am endlessly fascinated by the real math behind it all (i just dont care to spend the time in game, especially if there's over-engineering to be done!). This is a beautiful discovery, and a sweet mission! -
I just wanna pinch its chubby little air vents! I'm sure it'll make it to orbit soon enough
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Sea Colony on Laythe - what do you need?
KeithStone replied to Mischief's topic in KSP1 Mission Reports
The hooligan labs sub parts are configurable in the same but opposite way that their airship parts are. You can adjust the ballast and force entire craft to sink, float, or hover just below sea level at your desired depth. You should view the album on the main page, sub parts are presented about halfway through the imgur set. Sounds like the most amazingly kerbal thing to me!!!! I'd love to see a "Cloud city" with an asteroid dangling from the bottom! -
That actually looks like it might do well, as surprising as the combination of parts is. Does it reach orbit on the rapier? How much delta V is left over if it does? Either way, beautiful design.
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De-orbit Like a Tree Bio-mimicry Challenge!
KeithStone replied to KeithStone's topic in KSP1 Challenges & Mission ideas
I appreciate challenging a frequent challenger with something they haven't done before, which is why it's taken me so long to post a challenge. I've tried quite a few (but usually dont finish) and I absolutely love watching others enter challenges. I'm more of a spectator myself since I prefer to build things as opposed to flying them. I do feel like I have done the scoring system an injustice, but I'm not really sure the best way to fix it yet. -
De-orbit Like a Tree Bio-mimicry Challenge!
KeithStone replied to KeithStone's topic in KSP1 Challenges & Mission ideas
Fair enough, it appears that the challenge was a fair bit easier to max a score on than I previously thought. Apparently I need to seriously reconsider the scoring system and maybe post a more robust version sometime later. -
De-orbit Like a Tree Bio-mimicry Challenge!
KeithStone replied to KeithStone's topic in KSP1 Challenges & Mission ideas
I didnt think it was possible with such a simple design to bring that much weight down to speed! How did you keep it from ripping itself apart? Leaderboard updated. -
De-orbit Like a Tree Bio-mimicry Challenge!
KeithStone replied to KeithStone's topic in KSP1 Challenges & Mission ideas
I didnt change the rule on the fly, I re-read my original post and bolded that portion. Even you said you weren't sure if you followed all the rules in the original post, and I was so focused on scoring it took me re-reading the entire post a couple of times to see that part, hence why I bolded the rule. I guess the reason I went with tonnage is that it would be too easy to abuse the stock physics by putting a ridiculous number of wings on a tiny light probe, and the challenge would be littered with craft that could potentially abuse infiniglide without user input, as we've seen. All in all I suppose I thought it would be nice to have a new, creative challenge on the boards, but it seems that writing something robust enough and having rules that cover every potential creative aspect when one of the points of the challenge was to see other users creative instincts, while still covering every potential abuse of the scoring system ensuring that not only only a couple of feasible "high scoring" entries get posted is a lot harder than it looks, even when one spends several hours doing just that. I also tried to send you a PM before moving your qualification down, and though I understand that it is not expected that everyone be checking the boards every waking minute, I did wait several hours before adjusting the scoring, and only did so without your response because I noticed that one of the original rules in place was indeed broken. I'm not trying to make anyone frustrated here, and I fully understand how much having a score get moved can be dissapointing, so in the future I will be far more careful designing a challenge to try to take more options in mind. -
De-orbit Like a Tree Bio-mimicry Challenge!
KeithStone replied to KeithStone's topic in KSP1 Challenges & Mission ideas
Actually, after re-reading over the rules again to try to solve this one, craft only score if they are below 50m/s during the last 500 meters of descent. Moving this score to honorable mention. I have put this rule in bold as even I missed it after several re-readings. -
De-orbit Like a Tree Bio-mimicry Challenge!
KeithStone replied to KeithStone's topic in KSP1 Challenges & Mission ideas
The concept is there, since the point is to generate lift without input. Keyword is WITHOUT input or SAS, as stated in the rules. With wings and control surfaces subtracting from your score, infiniglide shouldnt be something to worry about, though there has been one honorable mention of a craft that was able to sustain lift without ever landing. That may count as infinigliding, but you dont score until you land.